1. Whittemore, Nathaniel. "Using Video Games to Change the World." Social Entrepreneurship. Change.Org, Fall 2010. Web. 28 Sept. 2010. <http://socialentrepreneurship.change.org/blog/view/ using_video_games_to_change_the_world>.
Authors Credential's
Nathaniel Whittemore is a consistent writer for change.org.
Nathaniel is the founder of Assetmap, a San Francisco-based company that builds web tools to
help people better visualize and leverage their social capital.
Scope and Purpose of the Work
The purpose of the work is to show how games can be changed or created to serve and enhance the non-virtual world
in.
Intended Audience
The intended audience is anyone looking for a brief understanding of how games can change reality.
Summary
The authors thesis is how video games can be used to change the world in a positive way. The
author claims that games can be used not only to change the online world
but the real world, there are millions of people online that are a untapped
potential.
Evaluation
The work is very logical, it is to the point and very well
researched and archived.
The topic has been very adequately addressed, it states the facts
and gives a example of how it would be implemented to the online
community.
Reflection
This source gave me a example to build my research
project further and have a example of other people thinking in the same
field as I am with this project
2. McGonicgal, Jane. "Reality is broken, Games can Fix it" AdvantGame. Fall 2010 . Web. Sep. 30. 2010 <http://www.avantgame.com/>
Authors Credential's
The speaker is a game designer based in San Fransisco who's main focus is to create online
games that promote changes in real life environments rather than online environments.
She is focused on changing the world with games.
Scope and purpose of the work
She is focused on promoting the creation of video games to benefit people in the real world or teach
good habits.
Intended Audience
The intended audience is both people that have little to no knowledge about the matter as well as
video game designers that want to help the world with their work.
Summary
The purpose of the presentation is to inform people that video games can benefit real world
situations, That gamers are an unused human resource with billions of potential people to work.
The presentation also educates people on the drive that gamers have as well as some of the
psychological things that gamers experience..
Evaluation
The speaker is well known, highly established position in her work field and has had experence with
producing games that change someones habits in real life. She seemed to be a little to comical in her
presentation and it came across a little immature, but none the less her ideas and work is very convincing.
Reflection
Jane, McGonicgal is a very good person to base my research with, she has a similar outlook to how games
can be used to benefit people positivity. I will most likely contact her to ask her some brief questions.
3. Gallagher, Richard, Ph.D. (2006). The effects of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, July 2006 (on-line edition). http://www.aboutourkids.org/articles/video_games_cons_pros
Authors Credentials
Richard Gallagher had a Ph.D in psychology and he studies the effects of addiction and how children are
influenced by things like Television, movies and more recently video games because they are becoming so
present in most children's lives now,
Scope and Purpose of the work
Anderson's article is about video games and their pro's and con's, and if the benefits of gaming outweigh the
negative effects. Anderson is simply looking at differences between playing and not playing.
Intended Audience
The audience for this article is anyone interested in the field really, he simply weighs the pros and cons of
video games and if kids are learning more good than bad.
Summary
The purpose of this article is to examine the effects of video games on kids. It looks at how kids are effected
by them in both positive and negative ways. He is explaining that children who spend to much time playing video games
have issues but when the amount of time spent playing is limited children show many improvements from increased motor
skills to increased social skills.
Evaluation
I think that Gallagher is correct in what he observed, children who play too much have issues such as violence and aggression.
The article shows both sides of the story however and explains how video games when limited are beneficial in multiple ways, its just up
to the player and parents to limit time respectively. A very properly written compare and contrast article.
Reflection Dr. Gallagher is a child and adolescent psychologist and nationally-recognized expert in his field of research. His research is very important for me to look into because if someone spends to much time playing games issues arise so It may not be a suitable source for education but perhaps other things.
4. Peng, Wei."Is Playing Games All Bad?Positive Effects of Computer and Video Games in Learning"Paper presented at the annual meeting of the International Communication Association, New Orleans Sheraton, New Orleans, LA,May 27, 2004. 2009-05-26<http://www.allacademic.com/meta/p113328_index.html>
Authors Credentials
Mrs. Peng's credentials are not readily available however the people she used as references in her paper are all established experts in their field.
I will add anything if I find more.
Scope and Purpose of Work
This paper was presented as a speech at the annual meeting of the International Communication Association and what was presented was
evidence from multiple tests and examinations from multiple professionals about how people can learn vast amounts of information
in a short amount of time. It was a very indepth speech and Had many references and examples of studies.
Intended Audience
The audience for this however was meant to be a select group of people could be read and understood by anyone. The speech is written
with astonishing detail and explains multiple situations that people are learning at a excelled rate while playing games.
Summary
The purpose of this speech was to inform professionals that video games when monitored correctly and played sparingly can be used
to enhance someones understanding of almost anything. This speech could be the basis in which my project is formed on, it has multiple examples
of which I can use to show how video games are helping.
Evaluation
I think that although Peng's credentials are difficult to find, the research and references mentioned in the speech are all very much
relevant to my project and if I must I can look further into the specifics. This speech is a gold mine of experiments and examples of
beneficial effects from video games.
Reflection
The speech explains 90% of what my project will be based on, it has countless examples of situations in which games are beneficial.
The references of the speech are also very important because I can look into each one further to find more information about this topic.
5. Authors Credentials Timothy Rudon is a writer for "freeonlinegames", and from personal experience as well as observations he has written basic knowledge about how games can help someone with issues and also help teach someone how to interact better with another person as well as adaptability. He seems to be a established writer but there isn't much information on him.
Scope and Purpose of Work
Timothy is essentially giving a brief description of what he and other people have observed as effects of video games. It seems as if
Timothy observed these things first hand and briefly elaborated on them.
Intended Audience
without any doubt this was intended for gamers and the general public, he is very brief in his descriptions yet makes his point very strong
games are not all bad, they help in many situations. He also wrote this for anyone interested in the matter, it explains simply yet strongly
his ideas and what other people have observed and how people use video games for more than entertainment.
Summary
This article although short and to the point gives a brief understanding of how video games help with more than just learning they can
be used in any number of situations, from a mild pain med to increased social and teamwork skills. Although short in length it truthfully
gives a understanding to the facts. I will most likely use this article as a opening statement or introduction.
Evaluation
Timothy although hard to find information about has positive reviews from multiple websites and has many followers in his ideas, he has
first hand experience with the effects of games because he himself is a gamer and uses his own situations as a base for many of his ideas.
This is a good source for my work because it will be a place for me to base a introduction of brief summary of what and why gaming is good.
6. Authors Credentials
Sara Corbet is a well known author of various articles, she is well written and has many published pieces that have been the center of many
conversations among various organizations and groups.
Scope and Purpose of Work
The scope of this work is undoubtably to give a specific and personal opinion and example of someone who had been using video games
in the learning environment and explaining his experience and outcome of how his students were learning compared to the learning patterns
of a normal school student.
Intended Audience
The audience appears to be aimed at people wanting to gain a more specific example of how their class or school might alter if they implemented
video games in their classroom or school. It was intended to educate about how video games in real world situations are changing the classroom.
Summary
The article was written well and it explains how a teacher in New York has been using video games in his classroom for years and how his
students were learning differently but still learning. It also explains what the effects would be in teachers "gave up" and left everything to
videogames, and how students will learn on their own if given a task to complete.
Evaluation
I hope to use this article because it shows a specific example of how a teacher has used games to teach, and has also completly stopped teaching
and allowed his students to lean on their own without his guidance or help and the outcome is very promising but still has many issues that need
to be fixed or changed.
7.
Authors Credentials
Jeffery. R. Young is a well known journalist who has written several articles and published 2 books on teaching and learning in the U.S. schooling
system and how things could be changed for the better. He has a very strong background in science and uses many examples as well as experiements
to back up or break down his ideas.
Scope and Purpose of Work
To explain to the teaching community that games are not all bad and that children who do play games in school are much more capabel students and
because of this work even harder to attempt to beat there own personal "records". So games are really a way for a student rather than competing among
their peers, they compete against themselves so there is less stress in social groups.
Intended Audience
The teaching community because the article explains how children learn through playing and a video game is playing just not pysically, yet the same
things are learned in areas like problem solving and thought process. Teachers could look at this and see how games used for learning could be the
same if not better than a lecture or any other form of teaching, yet students would enjoy it because its still a "game.
Summary
This article explains hows teachers could and do use games in the classroom to teach students how to face problems and issues as either a group
building activity where students are given a situation based on what the textbook says but visualized so the student isnt responsible for producing
a image the game does, the student merely explores that image through the game.
Evaluation
This article has a very different outlook on games from the rest of the sources, it explains hows games if used to produce a story and a picture
instantly grab the players attention and immerse them in a game where they can mold and explore things to their own wishes, yet still learn how
or why things happened because the games are designed off of a textbook or a history lesson or even something like a play that is turned into a movie.
8.
Authors Credentials
Blaine Kyllo is a reporter for CBC, hes been working for them for several years and has interviewed countless people on various topics.
His background is a bit difficult to find, but from what i've read on different sites and well as his articles and interviews he is a established author.
Scope and Purpose of Work
The purpose of this is how a college professor is using games in his circular to show unliniar story telling and cross gender roles
(what would differ if the main character was male or female) and how students can explore different things to effect the outcome of the game and
see how a story can change off one detail that is altered.
Intended Audience
With out a doubt college students and professors alike because the fields in which these games are used are all college courses looking at how
the story line of a game can be used to teach differences between a conventional story or story fragment and how things can be altered to effect
the outcome of the game. So students and teachers alike looking for a different way of conveying a idea or point.
Summary
The article is about more than a college proffessor using "Mass Effect" to teach storyline but it shows how a game can be broken down similar to a
book because in basis they are the same; A story. And because of this students can enjoy a game while still learning how to break down a story and
attempt to understand what is creator was intended in certain situations.
Evaluation
I LOVE the way that games are portrayed in this article, they are stories and if we break down books because of their story who says we cant with
games. Its a very interesting way of explaining games are simply visualized and interactive books so they can be put through the same tasks that we
hold books to.
9.
Authors Credentials
Max Liberman is a author for "Currents in Electronics" and his credentials are spotty so theres no real way of finding out what his background is.
However from the 3 articles if briefly looked through in addition this this one he seems to be well known with most of his work being views positively.
Scope and Purpose of Work
The scope of this work is giving 4 solid and well explained and justified ways to teach with video games, and it explains in detail for every one of the 4
ways and why and how children are learning from this situation. It is purpose driven to show that games can be used as a learning tool and how students
would be effected if games were implemented in learning.
Intended Audience
This is for anyone who has a interest in different forms of learning and it without a doubt shows how games can help a student develop his or her
skills. It has a generalized and well explained version of how games are learning tools even when they are not designed to. It shows how people learn
even when they dont intend on learning.
Summary
The sum of this piece is that games can be used in multiple environments and although they are adaptable to fit almost any situation. Games are
used in multiple situations and forms and without a doubt can be used replaced things from books to even certain teachers, however its explains
that in some situations valuable things are lost when games are used.
Evaluation
This uses a very simplistic compare and contrast method to show how people can use games to teach and how if games are used as learning tools.
Its a basic understanding with well explained examples of how games effect someone's learning process.
10. Authors Credentials
Its a collaboration of work from a series of authors.
Scope and Purpose of Work
The purpose of the work is show how many people are interested in this field and it shows that people are truly begining to think of games not only
as entertainment but as a form of teaching. Its a group project of how games effect people in todays teaching and learning communities games that
are meant to be entertainment are still teaching.
Intended Audience
Its intended for people that are masters of their field and are looking for the next frontier or work and development. So it is intended for anyone
who seeks to change the field and process behind learning because it hasn't been changed so radically since the invention of public learning.
Summary
A group in New York meets every year to discuss where the future of a certain topic is. In this case learning. So the group agreed almost
unanimously agreed that games are not what we portray them to be "brain melters" and that people can use games to learn either intentially
and not on purpose.
Evaluation
I think that I may use this paper but most likely will not just due to the fact that It would be hard to base a well formed idea off of this.
However its nice to see that people are showing interest in this field at the highest tier of teaching.
Whittemore, Nathaniel. "Using Video Games to Change the World." Social
Entrepreneurship. Change.Org, Fall 2010. Web. 28 Sept. 2010.
<http://socialentrepreneurship.change.org/blog/view/
using_video_games_to_change_the_world>.
Authors Credential's
Nathaniel Whittemore is a consistent writer for change.org.
Nathaniel is the founder of Assetmap, a San Francisco-based company that builds web tools to
help people better visualize and leverage their social capital.
Scope and Purpose of the Work
The purpose of the work is to show how games can be changed or created to serve and enhance the non-virtual world
in.
Intended Audience
The intended audience is anyone looking for a brief understanding of how games can change reality.
Summary
The authors thesis is how video games can be used to change the world in a positive way. The
author claims that games can be used not only to change the online world
but the real world, there are millions of people online that are a untapped
potential.
Evaluation
The work is very logical, it is to the point and very well
researched and archived.
The topic has been very adequately addressed, it states the facts
and gives a example of how it would be implemented to the online
community.
Reflection
This source gave me a example to build my research
project further and have a example of other people thinking in the same
field as I am with this project
2.
McGonicgal, Jane. "Reality is broken, Games can Fix it" AdvantGame. Fall 2010 . Web. Sep. 30. 2010
<http://www.avantgame.com/>
Authors Credential's
The speaker is a game designer based in San Fransisco who's main focus is to create online
games that promote changes in real life environments rather than online environments.
She is focused on changing the world with games.
Scope and purpose of the work
She is focused on promoting the creation of video games to benefit people in the real world or teach
good habits.
Intended Audience
The intended audience is both people that have little to no knowledge about the matter as well as
video game designers that want to help the world with their work.
Summary
The purpose of the presentation is to inform people that video games can benefit real world
situations, That gamers are an unused human resource with billions of potential people to work.
The presentation also educates people on the drive that gamers have as well as some of the
psychological things that gamers experience..
Evaluation
The speaker is well known, highly established position in her work field and has had experence with
producing games that change someones habits in real life. She seemed to be a little to comical in her
presentation and it came across a little immature, but none the less her ideas and work is very convincing.
Reflection
Jane, McGonicgal is a very good person to base my research with, she has a similar outlook to how games
can be used to benefit people positivity. I will most likely contact her to ask her some brief questions.
3.
Gallagher, Richard, Ph.D. (2006). The effects of video game violence on physiological
desensitization to real-life violence. Journal of Experimental Social Psychology, July 2006 (on-line edition).
http://www.aboutourkids.org/articles/video_games_cons_pros
Authors Credentials
Richard Gallagher had a Ph.D in psychology and he studies the effects of addiction and how children are
influenced by things like Television, movies and more recently video games because they are becoming so
present in most children's lives now,
Scope and Purpose of the work
Anderson's article is about video games and their pro's and con's, and if the benefits of gaming outweigh the
negative effects. Anderson is simply looking at differences between playing and not playing.
Intended Audience
The audience for this article is anyone interested in the field really, he simply weighs the pros and cons of
video games and if kids are learning more good than bad.
Summary
The purpose of this article is to examine the effects of video games on kids. It looks at how kids are effected
by them in both positive and negative ways. He is explaining that children who spend to much time playing video games
have issues but when the amount of time spent playing is limited children show many improvements from increased motor
skills to increased social skills.
Evaluation
I think that Gallagher is correct in what he observed, children who play too much have issues such as violence and aggression.
The article shows both sides of the story however and explains how video games when limited are beneficial in multiple ways, its just up
to the player and parents to limit time respectively. A very properly written compare and contrast article.
Reflection
Dr. Gallagher is a child and adolescent psychologist and nationally-recognized expert in his field of research. His research is
very important for me to look into because if someone spends to much time playing games issues arise so It may not be a suitable
source for education but perhaps other things.
4.
Peng, Wei. "Is Playing Games All Bad?Positive Effects of Computer and Video Games in Learning" Paper presented at
the annual meeting of the International Communication Association, New Orleans Sheraton, New Orleans, LA, May 27, 2004.
2009-05-26 <http://www.allacademic.com/meta/p113328_index.html>
Authors Credentials
Mrs. Peng's credentials are not readily available however the people she used as references in her paper are all established experts in their field.
I will add anything if I find more.
Scope and Purpose of Work
This paper was presented as a speech at the annual meeting of the International Communication Association and what was presented was
evidence from multiple tests and examinations from multiple professionals about how people can learn vast amounts of information
in a short amount of time. It was a very indepth speech and Had many references and examples of studies.
Intended Audience
The audience for this however was meant to be a select group of people could be read and understood by anyone. The speech is written
with astonishing detail and explains multiple situations that people are learning at a excelled rate while playing games.
Summary
The purpose of this speech was to inform professionals that video games when monitored correctly and played sparingly can be used
to enhance someones understanding of almost anything. This speech could be the basis in which my project is formed on, it has multiple examples
of which I can use to show how video games are helping.
Evaluation
I think that although Peng's credentials are difficult to find, the research and references mentioned in the speech are all very much
relevant to my project and if I must I can look further into the specifics. This speech is a gold mine of experiments and examples of
beneficial effects from video games.
Reflection
The speech explains 90% of what my project will be based on, it has countless examples of situations in which games are beneficial.
The references of the speech are also very important because I can look into each one further to find more information about this topic.
5.
Authors Credentials
Timothy Rudon is a writer for "freeonlinegames", and from personal experience as well as observations he has written basic knowledge about
how games can help someone with issues and also help teach someone how to interact better with another person as well as adaptability. He seems to
be a established writer but there isn't much information on him.
Scope and Purpose of Work
Timothy is essentially giving a brief description of what he and other people have observed as effects of video games. It seems as if
Timothy observed these things first hand and briefly elaborated on them.
Intended Audience
without any doubt this was intended for gamers and the general public, he is very brief in his descriptions yet makes his point very strong
games are not all bad, they help in many situations. He also wrote this for anyone interested in the matter, it explains simply yet strongly
his ideas and what other people have observed and how people use video games for more than entertainment.
Summary
This article although short and to the point gives a brief understanding of how video games help with more than just learning they can
be used in any number of situations, from a mild pain med to increased social and teamwork skills. Although short in length it truthfully
gives a understanding to the facts. I will most likely use this article as a opening statement or introduction.
Evaluation
Timothy although hard to find information about has positive reviews from multiple websites and has many followers in his ideas, he has
first hand experience with the effects of games because he himself is a gamer and uses his own situations as a base for many of his ideas.
This is a good source for my work because it will be a place for me to base a introduction of brief summary of what and why gaming is good.
6.
Authors Credentials
Sara Corbet is a well known author of various articles, she is well written and has many published pieces that have been the center of many
conversations among various organizations and groups.
Scope and Purpose of Work
The scope of this work is undoubtably to give a specific and personal opinion and example of someone who had been using video games
in the learning environment and explaining his experience and outcome of how his students were learning compared to the learning patterns
of a normal school student.
Intended Audience
The audience appears to be aimed at people wanting to gain a more specific example of how their class or school might alter if they implemented
video games in their classroom or school. It was intended to educate about how video games in real world situations are changing the classroom.
Summary
The article was written well and it explains how a teacher in New York has been using video games in his classroom for years and how his
students were learning differently but still learning. It also explains what the effects would be in teachers "gave up" and left everything to
videogames, and how students will learn on their own if given a task to complete.
Evaluation
I hope to use this article because it shows a specific example of how a teacher has used games to teach, and has also completly stopped teaching
and allowed his students to lean on their own without his guidance or help and the outcome is very promising but still has many issues that need
to be fixed or changed.
7.
Authors Credentials
Jeffery. R. Young is a well known journalist who has written several articles and published 2 books on teaching and learning in the U.S. schooling
system and how things could be changed for the better. He has a very strong background in science and uses many examples as well as experiements
to back up or break down his ideas.
Scope and Purpose of Work
To explain to the teaching community that games are not all bad and that children who do play games in school are much more capabel students and
because of this work even harder to attempt to beat there own personal "records". So games are really a way for a student rather than competing among
their peers, they compete against themselves so there is less stress in social groups.
Intended Audience
The teaching community because the article explains how children learn through playing and a video game is playing just not pysically, yet the same
things are learned in areas like problem solving and thought process. Teachers could look at this and see how games used for learning could be the
same if not better than a lecture or any other form of teaching, yet students would enjoy it because its still a "game.
Summary
This article explains hows teachers could and do use games in the classroom to teach students how to face problems and issues as either a group
building activity where students are given a situation based on what the textbook says but visualized so the student isnt responsible for producing
a image the game does, the student merely explores that image through the game.
Evaluation
This article has a very different outlook on games from the rest of the sources, it explains hows games if used to produce a story and a picture
instantly grab the players attention and immerse them in a game where they can mold and explore things to their own wishes, yet still learn how
or why things happened because the games are designed off of a textbook or a history lesson or even something like a play that is turned into a movie.
8.
Authors Credentials
Blaine Kyllo is a reporter for CBC, hes been working for them for several years and has interviewed countless people on various topics.
His background is a bit difficult to find, but from what i've read on different sites and well as his articles and interviews he is a established author.
Scope and Purpose of Work
The purpose of this is how a college professor is using games in his circular to show unliniar story telling and cross gender roles
(what would differ if the main character was male or female) and how students can explore different things to effect the outcome of the game and
see how a story can change off one detail that is altered.
Intended Audience
With out a doubt college students and professors alike because the fields in which these games are used are all college courses looking at how
the story line of a game can be used to teach differences between a conventional story or story fragment and how things can be altered to effect
the outcome of the game. So students and teachers alike looking for a different way of conveying a idea or point.
Summary
The article is about more than a college proffessor using "Mass Effect" to teach storyline but it shows how a game can be broken down similar to a
book because in basis they are the same; A story. And because of this students can enjoy a game while still learning how to break down a story and
attempt to understand what is creator was intended in certain situations.
Evaluation
I LOVE the way that games are portrayed in this article, they are stories and if we break down books because of their story who says we cant with
games. Its a very interesting way of explaining games are simply visualized and interactive books so they can be put through the same tasks that we
hold books to.
9.
Authors Credentials
Max Liberman is a author for "Currents in Electronics" and his credentials are spotty so theres no real way of finding out what his background is.
However from the 3 articles if briefly looked through in addition this this one he seems to be well known with most of his work being views positively.
Scope and Purpose of Work
The scope of this work is giving 4 solid and well explained and justified ways to teach with video games, and it explains in detail for every one of the 4
ways and why and how children are learning from this situation. It is purpose driven to show that games can be used as a learning tool and how students
would be effected if games were implemented in learning.
Intended Audience
This is for anyone who has a interest in different forms of learning and it without a doubt shows how games can help a student develop his or her
skills. It has a generalized and well explained version of how games are learning tools even when they are not designed to. It shows how people learn
even when they dont intend on learning.
Summary
The sum of this piece is that games can be used in multiple environments and although they are adaptable to fit almost any situation. Games are
used in multiple situations and forms and without a doubt can be used replaced things from books to even certain teachers, however its explains
that in some situations valuable things are lost when games are used.
Evaluation
This uses a very simplistic compare and contrast method to show how people can use games to teach and how if games are used as learning tools.
Its a basic understanding with well explained examples of how games effect someone's learning process.
10.
Authors Credentials
Its a collaboration of work from a series of authors.
Scope and Purpose of Work
The purpose of the work is show how many people are interested in this field and it shows that people are truly begining to think of games not only
as entertainment but as a form of teaching. Its a group project of how games effect people in todays teaching and learning communities games that
are meant to be entertainment are still teaching.
Intended Audience
Its intended for people that are masters of their field and are looking for the next frontier or work and development. So it is intended for anyone
who seeks to change the field and process behind learning because it hasn't been changed so radically since the invention of public learning.
Summary
A group in New York meets every year to discuss where the future of a certain topic is. In this case learning. So the group agreed almost
unanimously agreed that games are not what we portray them to be "brain melters" and that people can use games to learn either intentially
and not on purpose.
Evaluation
I think that I may use this paper but most likely will not just due to the fact that It would be hard to base a well formed idea off of this.
However its nice to see that people are showing interest in this field at the highest tier of teaching.